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Dead serious. Quirks get overwritten so bad ones will be replaced with more (or less) bad ones eventually and the gold spent on curing them (just for them to come back) is better spent elsewhere.
The various -ism quirks are rarely worth removing, since they don't do much.
For example, my Highwayman had Sitiomania - obsession with food - and I would often take him to the Weald & occassionally to the Warrens. Every Meat Wagon or Ravaged Carcass I came across he would interact with it automatically and trigger whatever would happen. Up to now almost nothing bad has happened as a result of his Sitiomania but it has made it impossible for me to plan a run with him based on the idea that I could get extra food for a medium/long mission. I decided it would be worth it to send him to the sanitorium to get rid of it.
Send then with 4 torches to keep for the whole warrens and burn some scrolls!
Bit tedious as the pigs tend to give you heavier diseases then usual quirks
So be ready for some warrens farming if you wanna make quirk removing cost/time effective
1. Farm gold with throwaway teams and use the rewards to eliminate quirks from your main characters.
EX. Hire a random group from the stagecoach and throw them into a level 1 mission. If you are tactical enough you should be able to complete the mission. If the mission is looking lost, retreat and accept defeat. Fire said teammates and recruit new teammates. Repeat until you are content with gold and teammates you want to invest in and have said quirks removed.
2. Manage quirks as to not cripple your characters on expiditions. Essentially min.maxing your classes potential and weaknesses.
EX. Crusaders should only be taken into ruins to maximize their smite ability against unholy enemies and any quirks that incapacitate their ability to perform in ruins should be cured.
Personally, I think there are WAY too many ways to get quirks in this game. I can understand the risk/reward of investingating items. That is fine. But the combat quirk debuffs from enemies are WAY too much and WAY too punishing as they affect combat stats and not stress. If the quirks were more focused on the town management factor and the increase and decrease of stress, it would be great. But the combat quirk debuffs from enemies in combat affecting combat stats are a step too far.
I should also mention I do find it fine if players get debuffs from investigating items as it is completely risk/reward.
For me its basicly this... get rid of the really bad ones, live with the lesser negative ones.
Meaning, I only really interact with stuff if I know it's almost certainly beneficial, or I have the necessary item to cleanse it.
I guess apprentice level runs also give poor rewards, but then I just interact with everything then, and fire anyone who picks up bad traits.
Yes, but even without touching that stuff you usually get bad quirks when you get the mission debrief.
-10 acc is incredibly painful. -20% stress resist vs one enemy type is not.
Might be a bug, but neither of those even showed up on the characters ... they also picked up positive traits while being full up - maybe that erases a negative trait? Dunno.
Wait, is this actually confirmed? If you have the maximum number of quirks and get more it erases a random one?